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Ceiling spike downwards teleport

sandwich

related to this code in p_map.c:

	// When solid spikes move, assume they just popped up and teleport things on top of them to hurt.
	if (tmthing->type == MT_SPIKE && tmthing->flags & MF_SOLID)
	{
		if (thing->z > tmthing->z + tmthing->height)
			return true; // overhead
		if (thing->z + thing->height < tmthing->z)
			return true; // underneath

		if (tmthing->eflags & MFE_VERTICALFLIP)
			thing->z = tmthing->z - thing->height - FixedMul(FRACUNIT, tmthing->scale);
		else
			thing->z = tmthing->z + tmthing->height + FixedMul(FRACUNIT, tmthing->scale);
		if (thing->flags & MF_SHOOTABLE)
			P_DamageMobj(thing, tmthing, tmthing, 1, DMG_SPIKE);
		return true;
	}

but i'm not sure what could have caused this unless it's the damage type change for some reason?

Edited by sphere